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EnigmA Amiga Run 1997 April
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EnigmA AMIGA RUN 17 (1997)(G.R. Edizioni)(IT)[!][issue 1997-04][EAR-CD].iso
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Wordo.docs
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1996-11-04
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/**************************************************************************\
$VER: Wordo, v2.31 Documentation (4-Nov-96) by Dotoran!
\**************************************************************************/
options results ; signal on SYNTAX ; signal on ERROR ; signal on IOERR
tr=transmit ; se=sendstring ; gc=getchar ; gu=getuser
changewhere 'Wordo Docs' ; gu 15 ; ac=result
loadscratch 1 ; savescratch (-1) ; getscratch 15 ; ac1=result
gu 1311992 ; wordopath=result'Wordo'
START: ; zz=word('7 8',(ac=ac1)+1)
tr 'f1z1c6 WORDO Documentation File z0n1'
tr 'c71c6. c2General object of the game.'
tr 'c72c6. c5Selecting your word & guesses.'
tr 'c73c6. c2Using the HINT option.'
tr 'c74c6. c5What is on the playing screen.'
tr 'c75c6. c2Using the eliminating alphabets.'
tr 'c76c6. c5Getting points in the game.'
if ac=ac1 then tr 'c77c6. c2SysOp information.'
tr 'c7'zz'c6. c9Quit this file.'
se 'n1c3 Your Choicec6: c7(c11c7-c1'zz'c7)c6: c3'
gc ; an=result ; call CHECK ; tr an
if an<1 | an>zz then signal START
if an=1 then signal OBJECT
if an=2 then signal SELECTING
if an=3 then signal HINT
if an=4 then signal PLAYSCREEN
if an=5 then signal ALPHABETS
if an=6 then signal SCORING
if (an=7 & ac~=ac1) | (an=8 & ac=ac1) then signal QUIT
if an=7 & ac=ac1 then signal SYSOP
signal START
OBJECT:
tr 'f1z7c1 The Object of Wordo z0n1c6'
se ' Welcome to c2WORDOc6, the ultimate word game. Your job in playing '
se 'this game is to try and guess the computers 5-letter word, while at '
se 'the same time, he will be trying to guess c2YOUR c6word.n2'
se ' The game has a built-in dictionary of over c2500 c6five letter '
se 'words that you can choose from. So that the computer can play '
se 'with(or is it against) you, it is necessary to make your initial '
se 'word choice, as well as subsequent guesses from this dictionary.n2'
se ' If you can reach a top score of c250 c6or higher, you can have '
se 'your name added to the c2HIGH SCORES c6list.n2Good Luck!n2'
signal CONTINUE
SELECTING:
tr 'f1z7c4 Selecting and Choosing Words z0n1c6'
se ' At the beginning of the game, and after the game starts, '
se 'you will be asked to choose a word.n2'
se ' In the beginning, you will need to choose which word you '
se 'would like the computer to try and guess. When the game starts '
se 'you will need to choose words as guesses for c2HIS c6word.n2'
se ' The dictionary was written to be an easy to use tool. It '
se 'will display 5 five-letter words from the alphabet. You can '
se 'look c2FORWARD c6or c2BACKWARD c6into the dictionary. Each time you '
se 'choose one of these movement options, you will be moved five '
se 'positions forward(or backward) into the dictionary.n2'
se ' You may also be asked for a c2START LETTERc6. This is an '
se 'easy way for you to jump right to the letter of your choice '
se 'in the dictionary.n2'
se ' When you find the word that you would like to use, c2AND c6that '
se 'word is presently displayed on the screen, you can select it '
se 'simply by pressing its number.n2'
signal CONTINUE
HINT:
tr 'f1z7c1 The Hint Option z0n1c6'
se ' Provided the c2HINT c6option has been activated(by your SysOp), '
se 'and provided you said you wished to use this option, the game '
se 'will award you a hint for every 5 pips(or points) you obtain.n2'
se ' The c2HINT c6is that the c2AMIGA c6will show you one of the '
se 'letters in his word, starting at the c2RIGHT c6side of the word. So, '
se 'after your first 5 pips, he will show you the c2LAST c6letter in his '
se 'word. After 10 pips, you will be shown the c2FOURTH c6letter in his '
se 'word, etc. until his entire word has been shown.n2'
signal CONTINUE
PLAYSCREEN:
tr 'f1z7c4 The Playing Screen z0n1c6'
se ' The playing screen is where the actual c2GAME PLAY c6is done. '
se 'Your guesses are displayed in the two columns on the left of '
se 'the screen. Your opponent(the c2AMIGAc6) has his guesses in the '
se 'two columns on the right. Pips(points) are displayed next to '
se 'your guesses.n2'
se ' The word you chose for him to figure out is displayed '
se 'at the top of the screen, between your guesses and his guesses, '
se 'just in case you forget it.n2'
se ' Below the guesses on the left are your five eliminating '
se 'alphabets(described in the next section), and on the right '
se 'is the alphabetical list of words you choose for your guesses.n2'
se ' At the bottom left of the screen is a menu of possible '
se 'commands. At the right are the menu prompts. Various pieces of '
se 'information will be displayed in this area, so keep a watchful '
se 'eye in this corner.n2'
se ' Your c2HINTc6, if selected, will be shown in the bottom left '
se 'corner, under the word c2MENUc6.n2'
signal CONTINUE
ALPHABETS:
tr 'f1@4z7c1 The Eliminating Alphabets z0n1c6'
se ' The five alphabets displayed below your guesses have been '
se 'included as a means of helping you solve his word. After every '
se 'guess you make, you will be given a certain number of pips. This '
se 'number will range from 0 to 5. Each pip you are given states that '
se 'one of the letters in your word matches perfectly with one of '
se 'the letters in your opponents chosen word.n2'
se ' For example, if his word was c2LEDGEc6, and you guessed c2WEDGEc6, '
se 'you would be given 4 pips, because the letters: c2E D Gc6, and c2E c6'
se 'were all found to be in those positions in his word. If it helps '
se 'you, these pips are figured out exactly the way the black pegs '
se 'are given to you, while playing the game Mastermind.n2'
se ' Now, after you know how many pips a guess is worth, you can '
se 'start using the alphabets.n2'
se ' The menu options: c2STRIKEc6, c2REPLACEc6, c2HIGHLIGHTc6, and c2CHOOSE c6are '
se 'all used while in the Alphabet mode. You are in the Alphabet mode '
se 'if the prompt on the right says c2MENUc6.n2'
se 'Press any key to continue...g1' ; call CHECK
tr 'f1@4z7c1 The Eliminating Alphabets - Page 2 z0n1c6'
se ' The alphabets are numbered 1-5 to correspond to the five '
se 'letters in your opponents word. The first alphabet would be '
se 'used for the first letter of his word, etc.n2'
se ' Use the c2STRIKE c6option to erase a letter that you have found '
se 'to NOT be in his word. A pip score of zero is quite handy when '
se 'using this option.n2'
se ' Use the c2REPLACE c6option to insert a letter back into an '
se 'alphabet after it has either been deleted(using c2STRIKEc6), or '
se 'highlighted(using c2HIGHLIGHTc6).n2'
se ' Use the c2HIGHLIGHT c6option to highlight a letter in one of '
se 'the alphabets, if you think that that may be the letter that '
se 'is found in that position. You can highlight letters, even if '
se 'they had been previously deleted(using the c2STRIKE c6option).n2'
se ' The c2CHOOSE c6option was included as a means of jumping to '
se 'the alphabet of your choice. The game will advance you to the '
se 'next alphabet after the completion of a c2STRIKEc6, c2REPLACEc6, or '
se 'c2HIGHLIGHT c6option has been performed. This is desirable in some '
se 'instances, but may not be in others, thus we have c2CHOOSEc6.n2'
signal CONTINUE
SCORING:
tr 'f1z7c4 How Scoring is Accomplished z0n1c6'
se ' To the left of each guess you make is a number. We shall call '
se 'this the Wordo Score. To the right of each guess is your Pip '
se 'Score.n2'
se ' The winners score is computed as follows:n2'
se ' Wordo Score(from last guess) + c2ALL c6Pip Scoresn2'
se ' The losers score is computed as follows:n2'
se ' c2ALL c6Pip Scores added togethern2'
se ' If your score is higher than one of the c2HIGH SCORES c6on file, '
se 'then you will be added to the High Score File.n2'
se ' The SysOp may have the Alias Feature turned on. If s/he does, '
se 'then you will be asked if you wish to have your Handle used in '
se 'the High Score File, or if you wish to enter another name in '
se 'place of your Handle...n2'
signal CONTINUE
SYSOP:
tr 'f1z4c3 SysOp Information z0n1'
tr ' c71c6. c2Maintenance Mode'
tr ' c72c6. c5Thinking Modes'
tr ' c73c6. c2Game Conception'
tr ' c74c6. c5Return to Menun1'
se 'c7Your Choicec6: c7(c31c7-c34c7)c6: c5'
gc ; an=result ; call CHECK ; tr an
if an=4 then signal START
if an=1 then signal MAINT
if an=2 then signal THINK
if an=3 then signal GAME
signal SYSOP
MAINT:
tr 'f1z1c3 The Wordo Maintenance Mode z0n1c5'
tr 'There are five maintenance options:n1'
tr '1. Reset - This will restart the High Scores file c2AND c5reset the'
tr ' maintenance controls to their c2DEFAULT c5values.n1'
tr '2. Amiga High Scores - The user is playing against the c2AMIGAc5.'
tr ' Sometimes the user will win, and sometimes the c2AMIGAc5.'
tr ' It is possible the c2AMIGA c5could get a High Score. Setting'
tr ' this option to c2YES c5allows the c2AMIGA c5to enter c3The Amiga!c5'
tr ' into the High Score file whenever it is worthy of this'
tr ' accomplishment. c7DEFAULT=YESn1c5'
tr '3. Allow Alias High Scores - Setting this option to c2YES c5will allow'
tr ' your users to enter any name of their choosing whenever'
tr ' they pull off a High score. If set at c2NOc5, their Handle'
tr ' will be used in the High Score File. c7DEFAULT=YESn1c5'
tr 'c7Press any key now...g1' ; call CHECK
tr 'f1z1c3 The Wordo Maintenance Mode - Page 2 z0n1c5'
tr '4. Amiga Thinking Mode - This allows you to tell the c2AMIGA c5how'
tr ' quickly it can win the game. In c2GUESS c5mode, it will take'
tr ' its time winning, or may not win at all. In c2TRY c5mode, he'
tr ' will c2ALWAYS c5win the game, but takes his time doing it.'
tr ' Selecting c2THINK c5mode is making your players really work'
tr ' for their High Scores, because it will win within 10-15'
tr ' moves almost always. c7DEFAULT=THINKn1c5'
tr '5. Allow Hint Option - Selecting c2YES c5for this option will ask the'
tr ' player whether they wish to use the c2HINT c5option, but the'
tr ' final decision will always fall to the player. If c2NO c5is'
tr ' selected, the player will not even be asked. c7DEFAULT=YESn1c5'
tr 'c7Press any key to continue.g1'
signal SYSOP
THINK:
tr 'f1z1c7 The Amiga Thinking Modes z0n1c5'
tr ' The c2AMIGA c5uses two thinking modes, while playing c2WORDOc5.n1'
tr ' The first method used is that of Random Guessing. In this'
tr 'mode, the c2AMIGA c5simply chooses any one of the c2570 c5words on file'
tr 'and uses it as the guess.n1'
tr ' The second method used is referred to as Extended Thinking'
tr 'mode, and is shown as a c1-E c5appended to its thinking time. In this'
tr 'mode, the c2AMIGA c5starts by choosing the first A word it knows.'
tr 'After that it selects a B word, then a C word, etc. thru a Z word.'
tr 'When it finishes a run through the alphabet, it starts by choosing'
tr 'the second A word, the second B word, etc. Sooner or later, it'
tr 'will come across the players word.n1'
tr 'c7Press any key now...g1' ; call CHECK
tr 'f1z1c7 The Amiga Thinking Modes - Page 2 z0n1c5'
tr ' Furthermore, whenever the c2AMIGA c5is given 0 Pip Points, it will'
tr 'remember those letters, and will c2NEVER c5select a guess if it uses'
tr 'one of those letters. This is legal play, if you think about it.'
tr 'The player could use his eliminating alphabets and do the same'
tr 'thing, but not nearly as fast as the c2AMIGAc5.n1'
tr ' Setting the Amiga Thinking Mode in Maintenance simply tells'
tr 'the c2AMIGA c5how fast to enter Extended Thinking Mode. It will either'
tr 'be 20, 30, or 40 seconds.n1'
tr ' Extended Thinking Mode is used solely during turns 11-20.n1'
tr 'c7Press any key now...g1'
signal SYSOP
GAME:
tr 'f1@4z1c3 How the Game was Concepted z0n1c5'
tr ' This game started out to be a clone of a word game called'
tr 'c2JOTTOc5, but I made a big mistake. I misinterpreted the rules of'
tr 'the game. I did not discover this until the game was finished.'
tr 'I had asked a friend to try out the game, and he told me it'
tr 'was nothing like c2JOTTOc5.n1'
tr ' I was crushed at hearing this, until he made his next comment'
tr 'that it was a heck of a lot c2HARDER c5than c2JOTTOc5. Great, first I'
tr 'goofed up on the rules, and now I made a game that was too c2HARDc5.n1'
tr ' I told my friend thanks, and asked him to let me at the'
tr 'computer. I wanted to see if I could re-program the game, so that'
tr 'it met the needed rules, but my friend would not hear of it.n1'
tr ' Now, wait a sec Dave, I want to beat the computer first. That'
tr 'clinched it. He said he enjoyed c2MY c5version better than c2JOTTOc5, and'
tr 'that I should not touch a c2THINGc5. He also suggested the c2HINT c5option.n1'
tr 'He really enjoyed playing, and I hope you and your users will too.n1'
tr 'c7Press any key...g1'
signal SYSOP
CONTINUE:
se 'c7Press any key to return to the menu...g1' ; call CHECK
signal START
QUIT:
se 'n1c7Load the Wordo game now? [Yes]: ';gc;a=result
if a='N' then do;tr 'No.';exit;end;else tr 'Yes!'
bufferflush;tr 'n1c7Loading Wordo...#0'wordopath'}'
exit
CHECK:;if ARG() & ARG(1)~='###PANIC' then return ARG(1)
getcarrier;if result='TRUE' then if ARG() then return ARG(1);else return
logentry 'Lost Carrier!!';bufferflush;exit
SYNTAX:;ERROR:;IOERR:;e1=' Error: 'rc' ('errortext(rc)')'
e2=' Line: 'left(sigl,4)'File:';gu 1311992;a=result;gu 1311960
b=result;c='"'a||b'"';e2=e2' 'c;tr e1;tr e2;logentry e1;logentry e2
e=translate(sourceline(sigl),"\{","");do while e~=''
e3='Source: 'left(e,37);tr e3;logentry e3;e=substr(e,38);end;bufferflush
/**************************************************************************\
\****************************************** Frontiers BBS (716)/823-9892 **/